I’ve been experimenting a bit, and I’ve found that the interactive cloth can be used as a softbody engine. If this is old news, please tell me, but as far as I know this is new. What I did is that instead of using a plane for the mesh, I used a sphere. I fiddled with the variables,
putting all the stiffnesses to 1, thickness to 0.5 and pressure to 0.5. Then THIS happened.
Huh. It’s really hard to script with this, as the transform.position doesn’t actually correspond to where the cloth is, and the only force applying thing is AddForceAtPosition, which doesn’t really serve much use.
PS: Also, to make two objects interact, use blender or something to merge the models and turn on self collision.
I have played around a lot with this type of blob “character” - My solution for the position / collision issue, was to make a child object on the blob, and have its position be updated each frame to the center point between the top, and bottom vertex on the soft body sphere.
On the child I simply added a sphere collider, and made it so that it doesn’t collide with the blob itself.
That way you can have both collision detection, and a way to get the position of the blob.
Edit: By doing this, AddForceAtPosition suddenly becomes a lot more useful
How did you do that? Every time I print the cloth’s mesh’s vertices, it gives the same number. Even when I do stuff to the vertices, the model won’t change!